Fear Magic (Wizard) - D&D 5e

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Fear Magic
Wizard Arcane Tradition - D&D 5e 2014

You focus your studies on the nature of fear, the emotion produced from the vulnerable minds of people and animals alike. Students of the outlandish fear magic—also known as phobomancy—learn to harness and shape this energy, manipulating the primal force of dread to bend their victim's actions to their will. These wizards lace fear into their spells, inducing paralyzing terror and shattering the resolve of their foes, while also studying the art of intimidation and domination. Both natural and magical fear are in a fear mage's hands.


Frightful Stance

2nd-level Fear Magic feature


You gain expertise in Charisma (Intimidation) if you do not already have it, and you have advantage on saving throws against the frightened condition. This becomes immunity to the frightened condition at 10th level.


Frightened creatures of your choice within 5 feet of you are unable to have the condition removed from them until they leave this range. The range increases to 15 feet at 14th level.

Fearbringer

2nd-level Fear Magic feature


Whenever you damage a creature with a spell of 1st level or higher, you can force it to make a Wisdom saving throw against your spell save DC. Upon failure, a creature is frightened of you until the end of your next turn. You can frighten multiple different creatures in this way.


You also deal an extra 1d6 psychic damage to a frightened creature when you damage it with a spell. This damage raises to 2d6 at 10th level, and to 4d6 at 14th level.

Distressful Fortitude

6th-level Fear Magic feature


As a bonus action, you reshape the fear of a creature that is frightened of you that you can see or hear within 60 feet of you. Choose one of the following effects to enact.


Bend. You and the creature teleport, along with anything you're wearing or carrying, swapping spaces with each other.


Fight. You force the creature to make one attack against the closest creature to it within reach or range.


Freeze. You reduce the creature's movement speed by half its maximum movement speed until the end of your next turn.


Consume. You end the frightened condition on the creature and immediately gain a number of temporary hit points equal to your wizard level.


You can use this feature a number of times equal to your proficiency bonus, being able to do so again after a short rest.

Rooted Nightmare

10th-level Fear Magic feature


Immediately after you fail to frighten a creature, whether because it succeeded against you or has immunity to the frightened condition, you can use your reaction to force the creature to make an Intelligence saving throw against your spell save DC. Upon failure, the creature has disadvantage on saving throws against the frightened condition and loses any immunity to the frightened condition for the next minute. A creature can make subsequent saving throws against this effect each time it saves against the frightened condition.


Once you use this feature, you cannot do so again until you complete a long rest or expend a wizard spell slot of 3rd level or higher to do so.

The Haunting

14th-level Fear Magic feature


As an action, all creatures of your choice that you can see within 120 feet of you must make a Wisdom saving throw against your spell save DC or become frightened of you for 1 minute. While frightened in this way, a creature is also deafened and takes necrotic damage equal to half your wizard level at the start of each of its turns. A creature can make subsequent saves at the end of each of its turns.


If a creature you are targeting already has the frightened condition, it instead takes 6d8 psychic damage upon a failed save, or half as much damage on a success.


You can use this feature once, not being able to do so again until you complete a long rest.

Bend

and

Consume

Fear Magic is an Arcane Tradition for the Wizard class in Dungeons & Dragons 5e 2014. The raw emotion of fear lurks within every heart. Tame it.

"Fear Magic" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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